Items
The Riddler keeps the score in this game, but he did not plant everything that counts on it. Our five collectible pages cover the Chronicles of Arkham, the patient interview tapes, the Joker's chattering teeth, the nine secrets maps and the 101 Riddler trophies, and the most useful way to sort them is by whose hand left each set behind. The author tells you what the thing looks like, how it hides, and what finishing the set actually gives you.
| Set | Who left it | How many | How it hides | What finishing it pays |
|---|---|---|---|---|
| Chronicles of Arkham | Warden Quincy Sharp, writing as the Spirit of Arkham in the founder's voice | 24 | Carved stone slabs with a scarab, half of them behind a wall you have to break | A final hidden message and the World's Greatest Detective achievement |
| Patient interview tapes | Seven inmates, recorded by Warden Sharp's team | 35, five per patient | Mostly on desks, tables and benches, a few on barrels and boxes, each patient's five kept to one area | Recordings filed under each villain's Character Bio |
| Joker's Teeth | The Joker's wind-up toys | 73 spots on our page's numbering | Out in the open, chattering, most of them in groups | A share of the Riddler's 240 and the profiles, mini-games and XP that tally hands out; the teeth page names no reward of its own |
| Secrets maps | The Riddler | 9, one per area | Three island guardhouses and six rooms inside the buildings, six of the nine on a desk | White question marks for every secret in that area |
| Riddler trophies | The Riddler | 101 | Behind walls, inside vents and grates, up where only a gadget reaches | The biggest share of the 240, and the Riddle Resolver achievement at 204 |
The Spirit of Arkham and his 24 chronicles
The chronicles are the one set whose author is not who the slabs say he is. Our page explains that they read as messages from Amadeus Arkham, the man who founded the asylum, and that Warden Quincy Sharp actually left them, convinced he was the Spirit of Arkham. Twenty-three are scattered around the grounds, five on Arkham Island and three each in the Mansion, the Botanical Gardens, the Caves, Intensive Treatment, the Medical Facility and the Penitentiary, and the twenty-fourth only opens once those are scanned: it is a set of symbols on the floor of the Penitentiary's Security Control Room. One of the Mansion three sits directly on the story path, in the wall Batman blows open while escaping from Poison Ivy's spores, so scan it before you run. Five of the others want the Ultra Batclaw and two want the Line Launcher, which is why the page tells you to leave the set until the campaign is done. Finishing it is worth the World's Greatest Detective achievement.
The patients and their 35 tapes
The tapes are the asylum's own paperwork: recordings of the inmates, made under Warden Sharp's staff, that our page says exist to show you how each patient's mind works. Every patient gets five, and every patient's five are kept to one area of the map. The Joker's are around Arkham Island's guard posts and pier shed, Harley Quinn's are in Intensive Treatment, Scarecrow's in Arkham Mansion, Poison Ivy's in the Botanical Gardens, the Riddler's in the Medical Facility, Killer Croc's in the Caves and Victor Zsasz's in the Penitentiary. Twenty-five need nothing at all. Six sit behind a Cryptographic Sequencer barrier, one of those needing the Range Amplifier, two are behind a Batclaw vent, one behind an Ultra Batclaw wall and one across a Line Launcher gap; Zsasz's fourth also has you saving the two guards from Harley Quinn as part of the job. The payoff is listening. Our challenges page files each set under that villain's Character Bio.
The Joker's toys
Our teeth page calls this one of the easiest challenges in the game, because the Joker's set announces itself. His teeth are wind-up novelty toys that sit in the open and chatter, so the page's method is to follow the noise, throw a Batarang, and let the Multi Batarang take out three at once. The challenges page puts the total at 73, which is where our teeth page's numbering lands across seven areas: 13 spots around the island, 7 in the Mansion, 11 in the Gardens, 12 in the Caves, 12 in Intensive Treatment, 11 in the Medical Facility and 7 in the Penitentiary. Most of those entries list a group of two or three beside the number, so expect more throws than the count suggests. Only six of the numbered spots carry a gadget label, five for the Line Launcher (the sniper tower over Intensive Treatment's door, three spots in the Gardens' Flooded Corridor, and a platform in Croc's lair) and one for the Cryptographic Sequencer at the Caves' Pressure Control Junction. Three sets in the Medical Facility's upper corridor jump out of purple present boxes, one each after you rescue Dr. Kellerman, Dr. Chen and Dr. Young.
The Riddler's own two sets: nine maps and 101 trophies
The maps come first because they reveal everything else. There is one per area, with the island's three sitting in guardhouses and the other six inside the buildings, and collecting it marks every secret in that area as a white question mark. Four of the nine ask for nothing: the Warden's Office in the Mansion, the Secure Transit shaft below ground level in Intensive Treatment, the Experimental Chamber where Harley held Commissioner Gordon, and Extreme Incarceration in the Penitentiary. Two guardhouses on the island, east and west, need the Cryptographic Sequencer; the Glasshouse Generator Room needs it with the Range Amplifier because its panel is out of normal reach; the north guardhouse can only be entered through its roof with Explosive Gel; and the Caves' Pump Control Room wants the Ultra Batclaw to reach the walkway. The Secure Transit map has a second approach straight across the room from Croc's lair.
The trophies are where the Riddler puts his effort, and our page's own phrase for the hiding places is walls, gratings and hard-to-reach places. Arkham Island holds 35 across its east, north and west sections, the Caves 17, the Botanical Gardens 10, and the Mansion 9, with 10 each in Intensive Treatment, the Medical Facility and the Penitentiary. Fifty-three of the entries carry a gadget label, and the Ultra Batclaw is on 27 of them, ahead of Explosive Gel on 13, the Line Launcher on 11 and the Cryptographic Sequencer on 11, three of which want the Range Amplifier. A few are traps in their own right: Extreme Incarceration's trophy locks you inside cell five the moment you pick it up, and the way out is gel on the back wall; the Abandoned Chamber in the Gardens holds four at once; and the Caves' fifth is described as one of the best hidden in the game, in the Riddler's own words, behind the tallest column of the Main Sewer Junction. The eighth Penitentiary trophy also unlocks the Intensive Treatment (Extreme) challenge.
Questions people ask about the trophies
What happens when you find them all? The trophies are one of six types on the Riddler's list, and our riddles and challenges guide covers where that list ends: Batman traces the Riddler's call when the tally is about five short, and finishing it gets you a radio monologue with police sirens behind it rather than a fight. The trophies page adds a nearer milestone, the Riddle Resolver achievement at 204 of 240.
Should you collect during the story or afterwards? Four of the five pages here say afterwards, because story progress opens the buildings and the gadgets open the walls. The teeth page is the exception, and only six of its spots wait on a gadget at all.
Which gadget matters most? On our pages the Ultra Batclaw, by a distance. It appears on 27 trophy labels, five chronicles, a tape, a riddle and a map, and it is the tool that pulls down the high breakable panels Explosive Gel cannot reach. The Cryptographic Sequencer is the second key, and three trophies, a tape, a riddle and a map will not open without its Range Amplifier upgrade. Everything else about the asylum's collectibles, including the two encounters you have to survive in the buildings that hold them, starts from our Batman: Arkham Asylum guide.